Greg Kettell

"Next on the list was Greg Kettell, B2's Lead Engineer. You could almost taste the excitement in the air as Greg was working diligently to put in the next earth-shattering Blood 2 feature! Ok, he was working on the load/save game code. ;) Greg is responsible for the large majority of feature implementation in B2, which includes fun stuff like weapons, inventory items, and spells, and not so fun stuff, like saving your game. He also organizes the B2 engineering side of things."--James Wilson III, Blood II Weekly Updates: Week One

He also worked on Claw for Monolith in 1997 in a similar capacity, but left the company after The Nightmare Levels in 1999. The released source code for No One Lives Forever does mention however that the "messaging system" within was "ruthlessly stolen from Greg Kettel."

One area he publicly commented on within a preview of Blood II released by the Adrenaline Vault was coding in the game's "surface attributes", which allows for a specific surface type (such as wood, metal, stone, or flesh) to be assigned to a brush texture or model, a feature first present in the original game for sectors:

"We can use the attributes to do weapon impact effects and play different impact sounds depending on the surface... one of the levels we are working on will use this feature to define a surface as a steam pipe, and shooting it will cause steam jets to vent from the surface."--Greg Kettell

"It fires a miniature black hole that sucks up whatever happens to be in the neighborhood, including enemies and light, and it stretched and crushes bodies before they cross the event horizon... a spray of gibs after the singularity decays is all that remains. The alternate fire mode should be particularly amusing as well."--Greg Kettell